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When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it. Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated. However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded. This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place. A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one. This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
287 lines
11 KiB
C#
287 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using Mono.Addins;
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namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AssetTransactionModule")]
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public class AssetTransactionModule : INonSharedRegionModule,
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IAgentAssetTransactions
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{
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// private static readonly ILog m_log = LogManager.GetLogger(
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// MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_Scene;
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private bool m_dumpAssetsToFile = false;
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/// <summary>
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/// Each agent has its own singleton collection of transactions
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/// </summary>
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private Dictionary<UUID, AgentAssetTransactions> AgentTransactions =
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new Dictionary<UUID, AgentAssetTransactions>();
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#region IRegionModule Members
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public void Initialise(IConfigSource config)
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{
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}
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public void AddRegion(Scene scene)
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{
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m_Scene = scene;
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scene.RegisterModuleInterface<IAgentAssetTransactions>(this);
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scene.EventManager.OnNewClient += NewClient;
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "AgentTransactionModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return typeof(IAgentAssetTransactions); }
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}
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#endregion
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public void NewClient(IClientAPI client)
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{
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client.OnAssetUploadRequest += HandleUDPUploadRequest;
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client.OnXferReceive += HandleXfer;
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}
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#region AgentAssetTransactions
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/// <summary>
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/// Get the collection of asset transactions for the given user.
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/// If one does not already exist, it is created.
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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private AgentAssetTransactions GetUserTransactions(UUID userID)
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{
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lock (AgentTransactions)
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{
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if (!AgentTransactions.ContainsKey(userID))
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{
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AgentAssetTransactions transactions =
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new AgentAssetTransactions(userID, m_Scene,
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m_dumpAssetsToFile);
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AgentTransactions.Add(userID, transactions);
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}
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return AgentTransactions[userID];
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}
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}
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/// <summary>
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/// Remove the given agent asset transactions. This should be called
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/// when a client is departing from a scene (and hence won't be making
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/// any more transactions here).
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/// </summary>
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/// <param name="userID"></param>
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public void RemoveAgentAssetTransactions(UUID userID)
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{
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// m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID);
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lock (AgentTransactions)
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{
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AgentTransactions.Remove(userID);
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}
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}
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/// <summary>
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/// Create an inventory item from data that has been received through
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/// a transaction.
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/// This is called when new clothing or body parts are created.
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/// It may also be called in other situations.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="transactionID"></param>
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/// <param name="folderID"></param>
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/// <param name="callbackID"></param>
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/// <param name="description"></param>
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/// <param name="name"></param>
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/// <param name="invType"></param>
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/// <param name="type"></param>
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/// <param name="wearableType"></param>
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/// <param name="nextOwnerMask"></param>
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public void HandleItemCreationFromTransaction(IClientAPI remoteClient,
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UUID transactionID, UUID folderID, uint callbackID,
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string description, string name, sbyte invType,
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sbyte type, byte wearableType, uint nextOwnerMask)
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{
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// m_log.DebugFormat(
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// "[TRANSACTIONS MANAGER] Called HandleItemCreationFromTransaction with item {0}", name);
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AgentAssetTransactions transactions =
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GetUserTransactions(remoteClient.AgentId);
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transactions.RequestCreateInventoryItem(remoteClient, transactionID,
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folderID, callbackID, description, name, invType, type,
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wearableType, nextOwnerMask);
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}
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/// <summary>
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/// Update an inventory item with data that has been received through a
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/// transaction.
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/// </summary>
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/// <remarks>
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/// This is called when clothing or body parts are updated (for
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/// instance, with new textures or colours). It may also be called in
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/// other situations.
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="transactionID"></param>
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/// <param name="item"></param>
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public void HandleItemUpdateFromTransaction(IClientAPI remoteClient,
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UUID transactionID, InventoryItemBase item)
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{
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// m_log.DebugFormat(
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// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}",
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// item.Name);
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AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
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transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
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}
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/// <summary>
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/// Update a task inventory item with data that has been received
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/// through a transaction.
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///
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/// This is currently called when, for instance, a notecard in a prim
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/// is saved. The data is sent up through a single AssetUploadRequest.
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/// A subsequent UpdateTaskInventory then references the transaction
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/// and comes through this method.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="transactionID"></param>
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/// <param name="item"></param>
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public void HandleTaskItemUpdateFromTransaction(IClientAPI remoteClient,
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SceneObjectPart part, UUID transactionID,
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TaskInventoryItem item)
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{
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// m_log.DebugFormat(
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// "[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0}",
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// item.Name);
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AgentAssetTransactions transactions =
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GetUserTransactions(remoteClient.AgentId);
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transactions.RequestUpdateTaskInventoryItem(remoteClient, part,
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transactionID, item);
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}
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/// <summary>
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/// Request that a client (agent) begin an asset transfer.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="assetID"></param>
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/// <param name="transaction"></param>
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/// <param name="type"></param>
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/// <param name="data"></param></param>
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/// <param name="tempFile"></param>
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public void HandleUDPUploadRequest(IClientAPI remoteClient,
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UUID assetID, UUID transaction, sbyte type, byte[] data,
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bool storeLocal, bool tempFile)
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{
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// m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile);
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if (((AssetType)type == AssetType.Texture ||
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(AssetType)type == AssetType.Sound ||
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(AssetType)type == AssetType.TextureTGA ||
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(AssetType)type == AssetType.Animation) &&
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tempFile == false)
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{
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Scene scene = (Scene)remoteClient.Scene;
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IMoneyModule mm = scene.RequestModuleInterface<IMoneyModule>();
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if (mm != null)
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{
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if (!mm.UploadCovered(remoteClient, mm.UploadCharge))
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{
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remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
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return;
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}
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}
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}
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AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
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AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID);
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if (uploader != null)
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{
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uploader.Initialise(remoteClient, assetID, transaction, type,
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data, storeLocal, tempFile);
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}
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}
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/// <summary>
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/// Handle asset transfer data packets received in response to the
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/// asset upload request in HandleUDPUploadRequest()
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="xferID"></param>
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/// <param name="packetID"></param>
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/// <param name="data"></param>
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public void HandleXfer(IClientAPI remoteClient, ulong xferID,
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uint packetID, byte[] data)
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{
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// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length);
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AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
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transactions.HandleXfer(xferID, packetID, data);
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}
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#endregion
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}
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}
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